
Originally Posted by
Gemina
That link provided is the impression I am under.
And that link is a different way to phrase:
https://www.bluegartr.com/threads/12...tions-requests
(incidentally, the interview is but a few months older)
Let's get right into it - we've seen many posts from readers relating to end-game content. When you go through development, how do you decide how to set the difficulty? For example, the amount of DPS required for each particular content.
Yoshida: When we make battle content, first we determine a minimum assumed item level required to clear. Then, we determine the total amount of party damage required to clear, taking a minimal amount of damage from tanks and healers into account during this calculation.
What do you mean by minimal?
Yoshida: Basically it's the damage from tank auto-attacks and the basic skill rotation used in order to maintain hate. We add this to the party damage needed. However, we often use zero in the calculation for damage required from healers. In other words, we only take into account the amount of damage necessary to perform as a tank or a healer and we don't take them into account as actively participating in attacking. For the clear assumption on DPS, we calculate the 100% value for the item level and we reduce that by 10 to 15 percent for the amount required to clear.
But it's often actually the case that healers do participate in attacking.
Yoshida: Well, the calculations are based on the item level assumed during development.
Ah, and that's different from the minimum item level required to try the content.
Yoshida: Yes. So if you try to clear it at a lower item level, it will be necessary for tanks and healers to participate in attacking. The difference in skill levels for DPS players will be a factor. If you're below the 85 to 90 percent damage assumption, you'll have to fill in the gap with DPS from tanks and healers. If the DPS work together and think about total party damage, it may also help to break through.
So healers may need to participate in the attack if there wouldn't otherwise be enough. Well, even if there is, healers may also attack just to provide a margin.
Yoshida: Yeah. Especially in Savage because it is difficult to deal damage while handling the mechanics I think there is some opportunity there.
Put simply: While they may not take Healer (or tank DPS, for that matter) into account at all, they do assume that DPS will be able to deal around 90% of their "100% value" in a live fight at an item level that's above the minimum item level to enter to compensate. It logically has to be above the minimum because, well... the minimum is the minimum and anything that's "different" from the minimum needs to be higher.
Where exactly the item level lies: Nobody knows. What they mean with "100% value": Nobody knows, but seeing as mechanics apparently make it harder to perform it and it's a wholly calculated value, rather than an empirical one, they probably mean potential DPS on a dummy.
De facto, though, he's saying that Healer DPS is mandatory if you attempt the content at the minimum item level to enter (or anywhere below that mystical assumed item level). Which is pretty much what Tridus said as well.
Once you overgear the content, it's no longer mandatory, because the devs assume your DPS will overgear it in their calculations (and be exceptional players to boot).
It reads like:"We expect DPS to carry tanks and healers.", because the amount of skill and effort the DPS need to meet that assumption is miles and bounds more than healers and tanks would need to add some DPS, not to mention the onus of gearing up prior. And that's why players pretty much ignore whatever Yoshida has to say on that matter. Like, he tried to reinforce the notion that healers shouldn't be expected to DPS again later. Nobody cared. And that will continue until he changes the way healing is designed.